Inpaint part of an image
Last updated: October 12, 2026
Paint over one part of an image and describe what should go there. Layer regenerates the painted area and leaves the rest of the image as it was, so you can add a badge, swap a prop or fix a hand without redrawing the whole asset.
Before you start
- The image is in a session or in your library. Inpaint works on raster images (PNG, JPEG, WebP and the other formats in Supported file types); rasterize vector artwork first.
- Each run spends Creative Units. See Creative Units for how a run is charged.
Steps
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Bring the image into a session: select Add asset on the board's toolbar and pick it from your library, or drag the file onto the board.
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Open it full-size: hover over it on the board and select View, or double-click it. The editing tools are listed on the right.
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Select Inpaint image. A brush appears over the image.
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Paint over the area you want to replace. Everything you leave unpainted is kept. Use Brush size to change the brush, Undo and Redo to step through your strokes, and Clear mask to start again.
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In the prompt box, describe what should be in the painted area, for example "a round embroidered patch with a white stag". To show the model what you mean, add a picture under Reference image.
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Select Inpaint.
Result
The viewer stays open and shows the run in progress, then the finished image. The new version joins the original's edit history, the strip down the left of the viewer, so you can step back to the original or compare the two. Nothing outside the painted area changes.
The result is a layered file: the original image underneath and the inpainted image on top, with your painted area as its mask. Open its layers to hide the inpainted layer and check the edit against the original.
Production tips
- Paint a little past the edges. A mask that stops exactly on an object's outline leaves a seam. Covering a few pixels of the surroundings lets the new content blend into the lighting and texture around it.
- Describe the result, not the change. Write what should be in the area ("a leather strap with a brass buckle"), not an instruction ("replace the strap"). Name the material, colour and lighting when they matter.
- Keep it to one change per run. Two separate edits in two runs are easier to judge and to undo than one large mask with a long prompt.
- Use a reference for brand or game assets. A logo, an emblem or an item from your game goes in Reference image, so the model copies it rather than inventing one.
- Pick the right tool. Inpaint is for one area. To change the whole image, such as its colours or its season, use Prompt edit image, which needs no mask; to strip lettering, use Remove text from image.
- Check it before you ship it. Step between the original and the result in the edit history strip at full size, and zoom in on the edges of the painted area, before the asset goes into your engine or layout.
If something goes wrong
- The new content does not match its surroundings. Paint a slightly larger area, and describe the lighting and style in the prompt ("soft studio light, painted style").
- The painted area came back with something you did not ask for. Make the prompt more specific, or add a Reference image of what you want. Running it again also gives a different take.
- Inpaint image is not in the list. The tool only appears for raster images. A vector file (SVG) shows Rasterize first; run it, then inpaint the result.
- The run failed or never finishes. See Fix a failed or stuck generation.